Asbjoern Andersen


Back when I started doing sound for games, implementing game audio was essentially a question of delivering a bunch of .wav files and triggering them in-game. That’s not how it works anymore. Today, audio middleware, dynamic environments and scores rule the day.

To find out where things stand – and where we’re headed – I invited sound designer and game audio advocate Stephan Schütze to do a guest post to give you an overview. Here is Stephan’s post:

 

Game audio has come a long way in recent years. Its profile, tool sets and outlook are stronger than ever. Game audiences have high expectations of the audio that accompanies their favourite games and developers are investing more time and resources to audio production. This is a perfect time to take stock of exactly where game audio is currently at and consider some of the possibilities for the future in how we develop audio content across the many platforms we play games on.
 

Middleware Solutions

The term ‘middleware’ essentially refers to software solutions for game process management and asset implementation. There are various middleware applications that deal with audio, but I would consider the four main game audio tools to be (in alphabetical order):

• CRI ADX2
• Fabric
• FMOD
• WWise

Each application has its own methodology and feature set and choosing the best solution depends a lot on the needs of a project and the personal preferences of the audio team. It is safe to say, however, that the sophistication of the available tools has developed dramatically over recent years. All four of these applications have supported multiple significant titles across a wide range of platforms.

While the individual choice of which toolset best suits a particular project is a more individual one, the overall question of “why use middleware?” is still a common one. This question is not often asked by audio teams, but more usually by their development leads or studio heads, who require confirmation that the time, effort and expense of using an audio tool set will be advantageous to their project.

The game audio industry is still often asked this question, and I have a very simple and very direct response to the question.

Why should we use audio middleware?

• Your game will sound better
• Your game will use less resources
• Your game will require less programmer time to achieve equivalent results with your audio

Just to spell it out, that last point means using audio middleware will also save you money.

My personal opinion on this is that any studio that considers itself to be a serious developer of interactive material should be using audio middleware

My personal opinion on this is that any studio that considers itself to be a serious developer of interactive material should be using audio middleware in the same way they should be using source control software, debugging tools and all the other advances in development tools that are now considered essential.
 

Games are dynamic; so is game audio

Games are different to film and TV. I have said this so many times in articles, at conferences, in training and to students. The non-linear domain in which games reside means they are created in very different ways to film and TV. Non-linear media is experienced in very different ways to linear media. Game audio still lags behind in some aspects of non-linear development. This means, we have room for some great improvements.
Generative and dynamic audio is so much more than just cueing the music to respond events within the game. The toolsets available to audio teams have the power and control to create incredibly detailed and dynamic audio material.
 

Dynamic Environments

Game environments can be created from the smallest of audio assets that trigger with defined behaviour to fill a region of a 3D world. This can provide vertical, horizontal or even spherical depth of field. As the player moves through an environment they pass through layers that blend together and react to the player, other environmental factors as well as day/night and seasonal cycles.

A game audio environment is not made from a single recording of a forest or a jungle; it is built from the individual elements that would exist in that jungle. An insect can be positioned individually in 3D space and can be programmed to respond to the player’s proximity just as a cricket in real life will fall silent if it detects movement nearby. Birdsong is generated in real time to create a unique song every time it is heard, that song can alter to a birds warning calls if it detects a threat in its territory and ultimately resolve with the sound of wings as the bird flies off.
 

Music

Large orchestral scores with even larger budgets are a more common feature of AAA game projects. Equally, music generated in real time, controlled by properties that define the behaviour of music over time in relation to events and in response to player actions, are becoming powerful tools for narrative support.

There is a secret about these two approaches to game music that many people do not seem to have realized

There is a secret about these two approaches to game music that many people do not seem to have realized: The two methods are NOT mutually exclusive!

Audio teams seem to choose on method or another. Live musicians with strong thematic material or generative musical structures crafted and implemented carefully to produce a dynamic score during gameplay. I would argue that the best possible world is a combination of the two forms. Dramatic thematic material that accompanies significant events within a game, that underscores cut scenes and defines our wonderful characters AND evocative generative sound/music ambiences that accompany the many hours of exploration and highlight the underlying emotional content of an environment or expand on the threats that may exist in the shadows.
 

Sound Design

Even our sound effects can be created in dynamic ways that utilise the available assets to maximise on resources as well as sonic impact. Each sound file that we add to a project can become a building block to be used again and again across multiple sound events. This gives us incredibly efficient resource usage on all platforms. It also offers the opportunity for an explosion to be subtly different each time it is triggered, or footsteps that sound organic when implemented.
 

How do we do this?

For some people these ideas may sound challenging at best, unachievable at worst, but the technology to utilize many of these production techniques has existed for some years. What we need to be doing is educating our fellow developers and demonstrating the possibilities. The incredible potential for game audio is already being demonstrated by some teams, we need to realize across the industry that this is something we can all be doing if the desire exists and the determination is applied.

There needs to be a shift in thinking to understand that outstanding audio is not just reserved for AAA games

I have spent a lot of time over the years investigating three of the four middleware solutions I listed (Fabric, FMOD and Wwise) and to my knowledge they are all capable of far more than many audio teams realize. There needs to be a shift in thinking to understand that outstanding audio is not just reserved for AAA games.
 
Some recent independent games have clearly illustrated just how much you can achieve. Limbo, Braid, Machinarium, The Stanley Parable are all examples of small teams achieving incredible audio results.

I think we all need to be multi-skilled to work in game audio. Where film and TV often have a single specialist for each role, game audio is better served if we at least have a strong understanding across all aspects of audio production. Location recording can make you a better sound designer, understanding sound, music and dialogue processes will ultimately make you a better mixer. Even developing an appreciation of how sound design is implemented can make the creation of a sympathetic musical score more achievable. Above all else, passion and patience are critical, and a good set of ears is a big advantage.


Popular on A Sound Effect right now - article continues below:


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    Four Elements gives you complete creative control, blending organic recordings with processed sound layers to meet the demands of any project. Master the forces of nature with Four Elements. Let your creativity ignite.

     

    Keywords:

    Elements, Fire, Water, Earth, Air, Wave, Water, Liquid, Rock, Cast, Stone, Pebble, Torch, Gas, Flame, Campfire, Sizzle, Burst, Scrape, Whoosh, Impact, Texture, Attack, Bend, Bending, Explosion, Processed, Surge, Quake, Hit, Flow, Burn, Ignite, Drop, Smack, Destruction, Rumble, Hiss, Blow, Wind, Cloth, Movement, Underwater, Bubble, Ocean, River, Lake, Firework, Firecracker, Bang, Blast, Detonation, Magic, Fantasy, Forces, Fire Magic, Water Magic, Earth Magic, Fire Air, Fire Effect, Fire Whoosh, Water Whoosh, Seamless Loop, Loop, Fire Cast, Water Cast, Earth Cast, Air Cast

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Latest releases:

  • ⏰ For a very limited time:
    Add this library to the cart and enter ah4launch in the cart coupon field – to sprinkle an extra launch discount, on top of the current discount!

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    The asset list includes but is not limited to: hippos, hyenas, vultures, dwarf mongooses, elephants, African cranes, parrots, tigers, pigmy hippos, rhea ostriches, brown bears, pheasants, wildebeests, African wild dogs and many more. The content has been recorded at 192KHz with a Sanken CO100K, an Avisoft CMPA and a Sennheiser 8050 for center plus two Sennheiser MKH8040 for stereo image.

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The Future

HRTF, Dolby Atmos, procedural audio design: these are all ‘new’ areas of game audio that are still somewhat on the edges of our radars. Often we are just struggling to get all the audio into a project in the time we have. What formats, features and functions become more common in the future is, however, up to us to decide. An audience cannot appreciate a new format if we do not explore it and make the most of its potential. All the middleware developers will continue to advance their toolsets and functionality to allow the audio teams to achieve greater results.

How we use our time is important. Dedicating even a small portion of time to test and assess new tools allows us to glimpse potential futures and be inspired to attempt new things. The nature of our creative work means that many of us will constantly work towards improving our art form for our own satisfaction and for the enjoyment of our audience.

For new technologies such as the Oculus Rift and Project Morpheus to be truly successful, they MUST have audio that supports them.

The future of game audio may be interesting, but the present is amazing!

Those devices will succeed or fail based on how the audience responds to the experience and the audio will be a critical aspect of that success or failure.

The future of game audio may be interesting, but the present is amazing! There is so much potential in what we have right now that we just need to embrace a few scary new concepts and dive in as deeply as possible to really benefit from how the technology can support us in creating truly unique and engaging audio experiences within our game projects.
 

Thanks a lot to Stephan Schütze for this game audio overview!
 

 

Please share this:


 

ABOUT STEPHAN SCHÜTZE:
Stephan Schütze is considered the world’s leading authority on working with FMOD Studio, and is the director of the Sound Librarian project. Find out more about him on the Sound Librarian website, his Facebook page – and meet him on Twitter.
 


 



 
 
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A Sound Effect gives you easy access to an absolutely huge sound effects catalog from a myriad of independent sound creators, all covered by one license agreement - a few highlights:

  • For a very limited time: Add this library to the cart and enter ah4launch in the cart coupon field for an extra launch discount!

    Animal Hyperrealism Vol IV is a sound library containing animal vocalisations, from real to designed creatures totaling more than 2000 individual sounds in 294 files. The sounds were recorded in zoos, and wildlife centers.

    The asset list includes but is not limited to: hippos, hyenas, vultures, dwarf mongooses, elephants, African cranes, parrots, tigers, pigmy hippos, rhea ostriches, brown bears, pheasants, wildebeests, African wild dogs and many more. The content has been recorded at 192KHz with a Sanken CO100K, an Avisoft CMPA and a Sennheiser 8050 for center plus two Sennheiser MKH8040 for stereo image.

    The resulting ultrasonic spectrum is rich and allows for truly extreme manipulation of the content.

    15 %
    OFF
  • FOUR ELEMENTS - Rock The Speakerbox Professional SFX

    Master the Art of Bending the Elemental Forces

     

    Unleash the raw power of fire, water, earth, and air with this comprehensive 9 GB sound library featuring 3050 high-quality sound effects across 630 files. Whether you’re designing cinematic soundscapes or enhancing video games Four Elements delivers the tools you need to harness the energy of the natural world.

    Construction Kit – 2443 Sounds

    A treasure trove of raw, organic, and processed sounds including seamless loops divided into Fire, Water, Air, Earth and Explosion categories. Customize every detail with an extensive selection of sound components.

    • Organic Fire: Campfire sizzles, torch whooshes, and flame bursts.
    • Processed Fire: Distorted impacts and unique crackles.
    • Organic Earth: Rock crashes, gravel scrapes, and heavy stone hits.
    • Processed Earth: Stylized rumbles and granular textures.
    • Organic Water: Ocean waves, hydrophone bubbles, and fluid splashes.
    • Processed Water: Underwater whooshes and stylized liquid smashes.
    • Organic Air: Bamboo swishes, cloth movements, and pressure bursts.
    • Processed Air: Filtered gusts and dynamic noise sweeps.
    • Explosion: Firework detonations, Butane bursts, and cinematic impacts.

    Building Blocks – 416 Sounds

    Game-ready sound layers featuring Impacts, Whooshes, and Textures as seamless loops. Elevate transitions and enhance atmospheres with loops and pre-designed sound layers.

    • Fire: Explosive bursts, blazing infernos, and warm embers.
    • Earth: Ground-shaking impacts, crumbling terrain, and heavy collisions.
    • Water: Cascading waves, serene rivers, and underwater ambiences.
    • Air: Whispering breezes, stormy turbulence, and slicing gusts.

    Design Kit – 192 Sounds

    A collection of ready-to-use sound effects divided into Attack, Bend, and Explosion categories for quick integration into your projects. Perfect for high-energy scenes and immersive storytelling.

    • Fire: Crackling flames, fiery bursts, and roaring infernos.
    • Earth: Crushing impacts, shifting ground, and massive land eruptions.
    • Water: Splashes, fluid manipulations, and crashing tidal waves.
    • Air: Slicing winds, swirling currents, and thunderous gusts.

     

    Four Elements gives you complete creative control, blending organic recordings with processed sound layers to meet the demands of any project. Master the forces of nature with Four Elements. Let your creativity ignite.

     

    Keywords:

    Elements, Fire, Water, Earth, Air, Wave, Water, Liquid, Rock, Cast, Stone, Pebble, Torch, Gas, Flame, Campfire, Sizzle, Burst, Scrape, Whoosh, Impact, Texture, Attack, Bend, Bending, Explosion, Processed, Surge, Quake, Hit, Flow, Burn, Ignite, Drop, Smack, Destruction, Rumble, Hiss, Blow, Wind, Cloth, Movement, Underwater, Bubble, Ocean, River, Lake, Firework, Firecracker, Bang, Blast, Detonation, Magic, Fantasy, Forces, Fire Magic, Water Magic, Earth Magic, Fire Air, Fire Effect, Fire Whoosh, Water Whoosh, Seamless Loop, Loop, Fire Cast, Water Cast, Earth Cast, Air Cast

  • Fun Casual Sounds contains over 600 professionally designed sound effects!

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    This pack also includes a variety of 150 bonus sounds effects from our full library Pro Sound Collection. ALL sounds from Fun Casual Sounds are included Pro Sound Collection so if you need more sounds be sure to check it out before purchase.

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Latest sound effects libraries:
 
  • ⏰ For a very limited time:
    Add this library to the cart and enter ah4launch in the cart coupon field – to sprinkle an extra launch discount, on top of the current discount!

    Animal Hyperrealism Vol IV is a sound library containing animal vocalisations, from real to designed creatures totaling more than 2000 individual sounds in 294 files. The sounds were recorded in zoos, and wildlife centers.

    The asset list includes but is not limited to: hippos, hyenas, vultures, dwarf mongooses, elephants, African cranes, parrots, tigers, pigmy hippos, rhea ostriches, brown bears, pheasants, wildebeests, African wild dogs and many more. The content has been recorded at 192KHz with a Sanken CO100K, an Avisoft CMPA and a Sennheiser 8050 for center plus two Sennheiser MKH8040 for stereo image.

    The resulting ultrasonic spectrum is rich and allows for truly extreme manipulation of the content.

    15 %
    OFF
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    Hyper Thunder is a colossal collection of thunder and lightning, 100% crafted from the ground up using innovative synthesized technics and props recordings. Not a single real life thunder recording was used. using synthesis and props manipulation crafted to deliver impact far beyond natural recordings. Built entirely from innovative synthesis and props recordings, this library pushes the boundaries of weather sound design—perfect for when you need the raw energy of a storm dialed up to cinematic extremes.

    Featuring over 800 files, Hyper Thunder spans everything from subtle distant rumbles and rolling thunder to razor-sharp lightning strikes and earth-shaking impacts. With both designed hits and source layers, you have full control—drop in ready-to-use power or sculpt your own stormscapes using the source recordings.

    Created in collaboration with Bruits.Studio’s Vincent Fliniaux and Tibo Csuko—longtime SoundMorph contributors to acclaimed libraries like Robotic Lifeforms 2 and WATER— Hyper Thunder blends technical mastery with bold creativity.

    Key Features

    • 800+ files of synthesized thunder and lightning
    • Both designed hits and source layers for full creative control
    • Covers subtle distant rumbles through to massive cinematic impacts
    • Crafted 100% from synthesis for a unique, larger-than-life sound
    • Perfect for film, games, trailers, and any project needing storm power
    • Created in collaboration with Bruits.Studio’s Vincent Fliniaux and Tibo Csuko (Robotic Lifeforms 2, WATER)

    From atmospheric detail to explosive drama, Hyper Thunder gives you thunder and lightning that are bigger, subtler, and more versatile than nature itself.

    50 %
    OFF
  • Beware!

    “Danger: Explosive” is a sound library with a wide range of explosion sounds and supplemental material. Watch out for:

    • Over 600 sounds in 96kHz 24 bit (also provided in 44.1kHz)
    • Separate “Transient”, “Body” and “Tail” layers for flexibility and customisation, as well as game-ready pre-mixed explosions for effortless implementation
    • Rock, sand and gravel debris sounds
    • “Sub drop” layers to add a rumbling low end
    • “Extra long” layers and loopable files provided for situations requiring extended explosions
    • Several variants provided for each sound
    • UCS compliant file naming and metadata
    • Available for commercial or personal use without attribution
    10 %
    OFF
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    All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.

  • Hand Combat Sound Effects Massive Punches Play Track 505 sounds included, 1 mins total $29.99

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    Don’t need a Massive amount of Punch sound effects? We offer ‘Mini’ sound effect libraries as companions for all of our ‘Massive’ sound effect libraries. All recordings are unique to each library with no overlap. Go Mini today, and upgrade to the corresponding Massive library later, when you need more of that particular sound effect.

    40 %
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One thought on “Overview: The Current State of Game Audio – and What Lies Ahead

  1. A great summary of the state we’re in.

    Besides other technologies, I believe Procedural Audio will strongly shape our near future. It’s already being used successfully in many games (GTA V has it’s %30 of audio content in physically modeled procedural generation), and it’s a vast area we’re yet begin to explore. I’m sure that real recordings will always have their place in our soundscapes, but this Procedural approach feels like the 3D revolution of 1990’s happening in interactive audio.

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